Barian

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Strephreus - wei ming

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Mar 13, 2015, 9:43:09 PM3/13/15
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Hi guys

Will be using this babarian character tmr. Can help me check if i made a mistake? esp in the skills portion

Outlander: athletics and survival

babarian: animal handling and perception

Human skill: stealth (Hey, u need stealth to hunt, right?)

Background story
Outlander Origin: Hunter for the tribe

Barian, human, came from the tribes living in deep in a forest. However, if one would climb the trees high enough, he could see huge mountainous region looming away from a distance. As a child, he used to gather round the night campfire and listened to the tales of his tribe’s shaman, Mother Shah. Mother Shah was always full of stories - war, valor, wilds, fairy tales, spirits, honor – and each story has got it teaching points to learn.

The stories that strikes Barian most were the stories on those people who goes out to fight demons and “the gods know what other horrors which are lurking out in the deep forests” in order to ensure peace for the whole tribe. It was what he aspired to become – a protector of his tribe.

When he was 25, there was a severe winter in the region. One night, a pack of wolves dragged a child out of their tribe camp. And, according to Mother Shah, the traces which the wolves left behind marked the wolves tribe as one of the mountain’s wolf tribes.

Barian tracked down the wolf pack (enlisted the help of the gnomes along the way – that’s why can spaeak gnomish) , and slayed every one of them. The interesting thing is that it wasn’t revenge which drove him to kill every single one of them, but rather, a notion that nothing like this should ever happen to his tribe again… 

Character Sheet - babarian.pdf

Acalia 'Eagle Eye'

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Mar 13, 2015, 10:37:04 PM3/13/15
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Don't think you can mix and match the totems. From my reading you pick one from the start and get its level appropriate ability once you hit the level

Julius -Dino

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Mar 13, 2015, 10:39:54 PM3/13/15
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Nah we went through the totems, it is changable/mixable.

Aspect of the Beast
At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.

Totemic Attunement
At 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.

Acalia 'Eagle Eye'

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Mar 13, 2015, 10:41:36 PM3/13/15
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Ooo seriously. It's better than I expected than

Byron Bock

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Mar 14, 2015, 1:08:03 AM3/14/15
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  1. Rapier: Attack bonus is 3(proficiency)+3(str modifier) = 6
  2. Handaxe: Attack bonus is 3(prof)+3(str modifier) = 6  and Damage bonus is 3 (str modifier) --> Check out page 147 for the "Thrown property"
  3. Javelin: Same as Handaxe
  4. Pretty sure you have more than 10 GP. 10 (Explorer's pack) + 10 (Outlander) = 20GP starting (could use 10GP to buy a shield)
  5. You missed the Danger Sense skill you get at level 2, an epic addition to dodge those scary breath and fireball attacks!
  6. Might want to list the stats and descriptions/features for hunting trap, Bear Totem (level 3) and Eagle Totem (level 6), Feral instinct, and Danger Sense for easy reference so you're flipping the book less.
  7. Proficiency: Barbarian gives you proficiency with Light and Medium armor, and Shields. Outlander gives you a proficiency in a musical instrument.
Andddd that's it for errors from me. Below will be my preference and advice:
Drop the Tough feat. Speaking from a level 7 perspective you gain:

Tough feat: +14 Max HP and nothing else. 
+2 Con stat: +1AC, +1 Con Saving Throw, +7 Max HP, and +7 Soft HP (+1 regeneration whenever you use one Hit Die during rests).

Look at it this way, if you spend all 7 Hit Die you'd already gain the +7HP that Tough feat gives as Max HP. By adding your Con stat you're gaining +1AC, +1 Saving Throw, +7 Max HP and +7 Soft HP as compared to getting the Tough feat which gives you 14 Max HP. Tough feat at any levels is not as significant as you think it is. The tough feat looks yummy for other classes because they don't gain the +1AC like barbarians do, but since you're a barbarian it's much better to pump your Con than taking the Tough feat. In combat the +1AC and Saving Throw is definitely going to save you more than increasing your Max HP by 7.

Conclusion? I have no qualms about getting the tough feat after your Con is maxed out, but otherwise I'd always take the Con stat.

Hope that was helpful.

Creep/DM

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Mar 14, 2015, 1:11:13 AM3/14/15
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For ease of review, it is good practice to state how ability scores, HP, etc are calculated.
Don't forget to state your PC's alignment.


On Saturday, March 14, 2015 at 9:43:09 AM UTC+8, Strephreus - wei ming wrote:

Julius -Dino

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Mar 14, 2015, 1:14:26 AM3/14/15
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I'm not too sure but does constitution add up retroactively? If so its even better to add CON than taking Tough.

Or does 
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Byron Bock

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Mar 14, 2015, 4:51:42 AM3/14/15
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Yep pretty sure it adds retroactively otherwise it's awkward to add it at level 19 (stat gain), non-barbarians will be gaining...2HP and +1 Con Save haha.

Julius -Dino

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Mar 14, 2015, 5:24:05 AM3/14/15
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Yep, for 2 ASIs you get +2 AC, +2 Saving Throws, the HP gain of Tough, and the Hit Die Con Modifier. Not a Tough choice after all (pun intended). I forsee 20 Str and 20 Con, not much need for feats. 

Automan

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Mar 14, 2015, 10:38:33 AM3/14/15
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The totems can be mixed.  You don't have to pick just bear and use it all the way, they are independent.

For a feat, tough isn't that great. Bottomline it is +2 hp per level. At level 7 you get 14 hp like Byron said.   Which is 1-2 attacks vs a level 7 creature.  Take +2 to CON since it ups your AC as well. 
And yes CON is retroactive to all levels.  So if you went from 10 Con to 18 Con at level 10 (cos of a magic item), you gain 40hp, same goes if you CON goes down. 

I also recommend using a better character sheet. 
- For your Barbarian to have only 1 page at level 7 is limiting unless you can remember what all your abilities like Relentless attack and Feral Instincts mean.
     - You should note what effects happen when you Rage (At a min your dmg goes up), same with relentless attack.
- Rage is not listed. This is THE reason people play a Barbarian, it should be listed and how many times a day
- How are you leaning Dwarf & Gnomish?   Human only allows 1 extra lang aside from common
- Shield master feat is good.  but you don't have a shield.  With it AC = 17 + other benefits, you should ALWAYS have it with you including using it as a pillow

A Barbarian is a much easier character to play, especially for a beginner and I think you may like it a lot more.
But to prevent you from being bored, make sure you have a back story and think of a direction for your barbarian.
For example, a rapier is an interesting choice for a Outlander Barbarian.  Most people using rapiers are sailors or dex based fighters. 
Most of the barbarians I know prefer a more... solid hitting weapon. When they go into a rage skulls cave in.  For Barian, when he rages, you go "En Guard!" and poke the enemy with very great force.  Should be fun to roleplay.


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Julius -Dino

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Mar 14, 2015, 11:38:25 AM3/14/15
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Outlanders can learn one extra language other than the Human Common + One Language :)

Strephreus - wei ming

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Mar 14, 2015, 11:57:12 AM3/14/15
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Hi Automan

Thanks for your comments and feedback.

Well, now i see a good trade off for the 2 points of CON rather than the tough feat, so yea, im taking the +2 to CON

Rage is not listed. I'll list the max number of rage on the char sheet. 

I do not intend to use the character sheet for keeping track of the current HP and rage count and hit dice. I intend to use the notebook that i've been using to keep track of my spells for Strephreus. This is because whenever i look at the book, i can recall where and what i casted on the previous week adventure (I believe u have seen it before, names of spells written on self drawn boxes which depicts different level spells). Also, looking at those little minus**/plus** hp, i can remember where i lost/gained them.  It serves as a very good backlog on the character just in case there are any discrepancy on the character Strephreus. There's just static numbers on the character sheet, cant remember where i lost my hp or use up my spell slot or my natural recovery, and if there's a discrepancy, no way to disprove it. Hope you understand where i'm coming from.

But I agree with you that the short write-up on traits like abilities like Relentless attack and Feral Instincts is needed for easy reference. I'll do that :)

As for Dwarf and gnomish, it is due to human trait + outlander trait. Human trait allows for common +1. Outlander allows for 1 more. So yea, 3 languages

Rapier - I chose this purely because its 1d8 (highest damage) and listed as finesse. Refer to PHB pg.149. Is a battleaxe finesse? It is not listed that it is...point is, I want something finesse and one handed (for shield) so that it can add my modifiers.

Acalia 'Eagle Eye'

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Mar 14, 2015, 1:13:18 PM3/14/15
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Sadly the starting equipment for barbarian doesn't have any shields so he can't start with a shield (which means the feat would go to waste until he finds a shield).

I would go for Sentinel though as a shield-barbarian as it effectively either makes nearby enemies concentrate on you or allow you to hit them with your reaction. Attacking them off-turn aside from doing nice damage, ensures that your rage would go on for your next turn.

It also effectively makes you the tank with resistance to everything and the enemy is unable to move away from you without magical assistance. 19 AC is irritating to overcome even if you give them Advantage to attacks. If you want to irritate them further... Dodge in front of them and watch them get exasperated as the other party members range them...

Shield Mastery though is nice for self protection as it helps against offensive magic (though your still weak against enchantments) and it gives you things to do with your bonus action. You might want to check with GM if the bonus action can be made in the middle or the end of the Attack action as the forums are conflicted on that...

Finesse basically allows you to either use your DEX or STR modifier to both attack and damage for melee weapons. By default, all other melee weapons use STR modifier. Since your STR base, finesse doesn't do anything for you. I would go either longsword or warhammer just for the ability 'versatile' allowing you to two-hand them and do additional damage if required. Unless you are planning to take Defensive Duelist that is...

I still prefer feats to ability boost for ASI for barbarians though it might be me personally. If you are to pump STR and CON to 20, it gives you an un-shielded effective AC of 17 ( 2 dex mod + 5 con mod) with alot of HP but Halfplate and 14 DEX gives you the same AC and frees up 3 ASI. Though if you do want to go with stat improvement, mountain dwarf does that most efficiently giving you two 20s and a 18 for 5 ASI.

Byron Bock

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Mar 14, 2015, 8:49:10 PM3/14/15
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True for Sentinel, it makes barbarians more efficient in that he is using the reaction. But barbs have almost no bonus actions either, so if he wants to play a shield barb then shield master isn't too shabby, at the very least he can knock 'em prone, grapple him, and then beat on him XD

As for whether he can use the bonus action in the middle or end of the attack action or not, I would say yes. If monks can attack, move, declare flurry of blows (but only use one unarmed), move, extra attack, move, use the remaining flurry of blows hit, I am FAIRly certain barbs can do the same. Except his bonus action is to knock someone prone.


On Sunday, March 15, 2015 at 1:13:18 AM UTC+8, Acalia 'Eagle Eye' wrote:
Sadly the starting equipment for barbarian doesn't have any shields so he can't start with a shield (which means the feat would go to waste until he finds a shield).

I would go for Sentinel though as a shield-barbarian as it effectively either makes nearby enemies concentrate on you or allow you to hit them with your reaction. Attacking them off-turn aside from doing nice damage, ensures that your rage would go on for your next turn.
 
You might want to check with GM if the bonus action can be made in the middle or the end of the Attack action as the forums are conflicted on that...

Creep/DM

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Mar 14, 2015, 9:31:08 PM3/14/15
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Sadly for the monk, flurry of blows can only be taken "immediately after you take the Attack action on your turn".

Strephreus - wei ming

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Mar 14, 2015, 10:54:42 PM3/14/15
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Oh my, so much expert advice pouring in from u guys! Screw tough, change to mountain dwarf, up modifiers, change martial melee weapon...looks like I read the PHB but still cant capture the entire book =(

I'll be at kembangan CC at around 12.10 today. Need some peace and quiet to rethink this barbarian concept. Do join me if u guys are free!

Julius -Dino

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Mar 19, 2015, 3:07:58 AM3/19/15
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Barbarians get Resistance to Piercing, Slashing and Bludgeoning when Raging without Heavy Armour.

Totem Bear - Resistance to all damage except Psychic.

Doesnt it mean that damage dealt to Barian while he is raging is actually Quartered rather than halved?

Creep/DM

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Mar 19, 2015, 9:52:56 AM3/19/15
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This one is simple. Refer to page 197 in the PHB.

"Multiple instances of resistance or vulnerability that affect the same damage type count as only one instance. For example, if a creature has resistance to fire damage as well as resistance to all nonmagical damage, the damage of a nonmagical fire is reduced by half against the creature, not reduced by three-quarters."

Julius -Dino

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Mar 19, 2015, 10:03:14 AM3/19/15
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#pwnt

Creep/DM

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Mar 22, 2015, 9:22:55 AM3/22/15
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Post up your character sheet before Wed so that we can review before the next session.
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Julius -Dino

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Mar 22, 2015, 10:08:27 AM3/22/15
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Check Race

Dwarven Clan name?


Creep/DM

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Mar 22, 2015, 10:50:42 AM3/22/15
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State how ability scores, HP etc. are computed.

P.S. Try not to keep deleting your posts as we lose the reference for our reviews.

Strephreus - wei ming

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Mar 22, 2015, 11:14:25 AM3/22/15
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Barian, mountain dwarf, came from the tribes living in deep in the mountains. As a child, he used to gather round the night campfire and listened to the tales of his tribe’s shaman, Mother Shah. Mother Shah was always full of stories - war, valor, wilds, fairy tales, spirits, honor – and each story has got it teaching points to learn.

The stories that strikes Barian most were the stories on those people who goes out to fight demons and “the gods know what other horrors which are lurking out in the deep forests” in order to ensure peace for the whole tribe. It was what he aspired to become – a protector of his tribe.

Once, there was a severe winter in the region. One night, a pack of wolves dragged a child out of their tribe camp. And, according to Mother Shah, the traces which the wolves left behind marked the wolves tribe as one of the mountain’s wolf tribes.

Barian tracked down the wolf pack (enlisted the help of the gnomes along the way – that’s why can speak gnomish) , and slayed every one of them. The interesting thing is that it wasn’t revenge which drove him to kill every single one of them, but rather, a notion that nothing like this should ever happen to his tribe again… 

I'm thinking of setting my dwarf tribe in the sunset mountains. but i cant seem to find the mountain here: http://forgottenrealms.wikia.com/wiki/Portal:Geography/Map
Character Sheet - babarian Copy.pdf

Julius -Dino

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Mar 22, 2015, 11:53:22 AM3/22/15
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Sunset Mountains, between the regions of Cormyr and the Sword Coast, not too far from Julius' birthplace.


Notes from novel writers regarding some history about some Dwarves from the Sunset Mountains.


Another page

Strephreus - wei ming

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Mar 22, 2015, 12:02:34 PM3/22/15
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saving throws scores = Modifiers + proficiency bonus, if proficient (currently stands at 3 for level 7).

Babarian: proficient in Con saving throws and Str saving throws.
Thus:
STR: 4+3 = 7
DEX: 1+0 = 1
CON: 4+3 = 7
INTEL: 0+0=0
WIS: 0+0 = 0
CHA: 0+(-1) = -1

Hit point maximum: 
1st level: 12+4 = 16
2nd level: 7+4 =11
3rd level: 7+4 =11
4th level: 7+4 =11
5th level: 7+4 =11
6th level: 7+4 =11
7th level: 7+4 =11
Total: 82

Formula: 12+CON MOD (4) at first level. Subsequent level: 7+CON MOD(4)

[Note to self: If CON MOD reaches to +5, then it should be 1st level: 12+5 = 17, 2nd level: 7+5 =12, 3rd level: 7+5 =12 and so on - CON MOD is applied through to all levels, not just the levels after it is taken]

PASSIVE PERCEPTION: 10+WIS MOD (0)+Proficiency bonus(currently 3 @ lvl 7)

SKILLS
Outlander skills proficiency: Athletics and Survival
Chosen from babarian skill proficiency: Nature, Perception

Skill score = Appropriate MOD  (listed beside the skill name) + Proficiency bonus (ONLY if proficient)

Weapon ATK BONUS for battleaxe, handaxe, javelin: Proficiency bonus (currently 3 @ lvl 7) + STR MOD (currently +4) 

Battleaxe DAMAGE: 1d8+STR MOD (currently 4) + RAGE DMG? (currently +2) slashing. VERSATILE: 1d10+STR MOD (currently 4) slashing + RAGE DMG? (currently +2)

Handaxe DAMAGE (if melee): 1d6+STR MOD (currently 4) slashing + RAGE DMG? (currently +2)
Handaxe DAMAGE (if thrown 20/60): 1d6+STR MOD (currently 4) slashing + RAGE DMG? (currently +2)
.
Javelin DAMAGE (if melee): 1d6+STR MOD (currently 4) piercing + RAGE DMG? (currently +2)
Javelin DAMAGE (if thrown 30/120): 1d6+STR MOD (currently 4) piercing + RAGE DMG? (currently +2)

**If a handaxe is thrown to 20ft distance at a target, throw 1d20 and add atk bonus. If it is thrown up to 60ft away, throw 2 x d20, select lower number, and add atk bonus to hit (disadvantage)

Armor : UNARMORED DEFENSE: 10 + CON MOD + DEX MOD + ?(SHIELD)? 

INITIATIVE: 1d20 + DEX MOD

SPEED: Base speed 25(dwarf) + 10(Fast movement, Babarian 5th level - not wearing heavy armor) = 35

Barian - wei ming

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Apr 18, 2015, 9:44:55 PM4/18/15
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Barian

Clan name: Ironwill
Home: A place in the rocks of Wind Walks in Sunset Mountains
Origin: Survivors of Easting that was defeated by Drow during the dark alliance crisis


Is this OK?

Li'daari - Byron

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Apr 21, 2015, 9:02:07 PM4/21/15
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Just fyi check out the barbarian Danger Sense skill you learn at level 2...it would've potentially saved us heck loads of healing XD  Barbarian is the one class that allows you to disregard Dex score but still have a decent chance of having a successful Dex Save (Dex is still somewhat important if you want to increase your AC, though not a must~)

Advisable to write down a short description of all your skills on your character sheet whether you can or cannot remember them. E.g. Darkvision (60ft), Danger Sense (Adv on Dex rolls when not blinded), Feral Instinct (Rage to avoid surprise attack), etc.

Barian - wei ming

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May 1, 2015, 10:02:12 PM5/1/15
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Yay! Level up!

Now a tough choice between Resilient feat to dex (current dex score at 13- modifier = 1), or plus 2 stat point to Con, boosting Con to 20.

Both will add +1 AC (unarmored defense) 

Any suggestion?

Barian - wei ming

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May 1, 2015, 10:16:29 PM5/1/15
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Equipment on Hand:

Explorer's pack (backpack) 5lb
Bed roll 7lb
mess kit 1lb
tinderbox 1lb
9 x torches 9lb
10 days rations 20lb
waterskin 5lb
50 feet of hempen rope 10lb

battleaxe (silvered) 4lb
3 javelins 6lb
2 handaxe 4lb

Total: 72lb. 
Encumberance status: more than 90 pound (str 18)

Li'daari - Byron

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May 1, 2015, 11:33:41 PM5/1/15
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If you're envisioning yourself using a shield all the way up to 20 then I would suggest Shield Master Feat, if not, then skip this part. Shield Master feat allows you to:
  1. Shove someone prone using your bonus action
    • Barbarians does not have skills that utilizes bonus actions, so having this feat will not "waste" the bonus action
    • Grapple-attack-shove combo is very strong. Gives advantage to all melee classes and prevents that creature from escaping you unless by magical means
  2. Adds your shield AC to your dex saves (essentially a built-in resilience feat minus the +1 Dex)
  3. A less effective "Evasion" skill wherein you completely dodge the effect if you succeed on the saving throw (identical to evasion skill), or take full damage as normal (as opposed to the Evasion skill where you only take half damage)
  4. You were probably thinking of getting the wolf totem attunement at level 14 right? Having this feat opens that option up so you can either choose Bear or Eagle. The wolf totem attunement at level 14 allows you to shove with any weapon as opposed to only using a shield, but loses out on the other 2 benefits as mentioned above and you lose out of the other two (Bear and Eagle) options.
There are negatives though, taking this feat essentially means that you're pigeon-holing yourself into using a shield at all times, much like fellow Julius, having only to benefit from his Polearm Master feat by using polearms. So take this feat ONLY if you want to be a shield barbarian for the rest of your career!

If you are unsure whether you want to keep using a shield and want to keep your options open until later (level 12, 16, 19), then I would suggest grabbing the ASI +2 STR instead of Con or Dex Resilient feat.
  1. +2 Str ASI: Having a +1 hit might not seem like a big deal, but missing means 0 damage, whereas a hit potentially means 8(weapon)+5(mod)+3(rage) damage. It also means that you can shove and grapple much easier. It also adds your damage by 1, which isn't a lot, so treat this as a bonus while the to-hit increment something you want to get.
  2. +2 Con ASI: Let's be honest, you don't need HP anymore unless we're planning to fight 2 dragons, in which case I'm probably spending my turns running anyway haha. The +1 AC is nice, but killing the enemy 1 turn earlier (with the increase of to-hits and damage) is better than letting it live for 1 more turn and taking the damage. And at level 8 you're getting an additional 8HP for the Con ASI, which seems minuscule compared to your current HP. You already have resistance to all damage, so might as well take advantage of that and go for damage.
  3. Dex Resilience feat: Sure a +1 to your Dex saves isn't impressive, but you already have Danger Sense which gives you advantage (as long as you're not blinded), so in theory you have a +6 dex save which is impressive. Not sure how they do the math but advantage is in theory a +5, whereas a disadvantage is a -5 to rolls. Getting the feat is almost overkill, you'll be getting +2(mod)+4(proficiency)+5(advantage) = a total of +11 dex save. The +1 to AC again is a nice bonus, but not comparable to Str ASI in my opinion. +1 to initiative rolls is meh, sometimes it's better to go after the opponent and sometimes not, so there's not really any argument on this.
So here's my opinion on your priorities at level 8:
  1. Shield Master feat. BUT if you're not planning to go shield all the way or unsure at this moment, go to the next option.
  2. Str ASI.
  3. Dex Resilient feat
  4. Con ASI

Barian - wei ming

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May 1, 2015, 11:58:29 PM5/1/15
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Hi Byron

Can u illustrate how a grapple-attack-shove combo work?

You grapple, and then i attack and shove? Can't really imagine why it is "strong" as you claim...

Currently my ASI build is this: Shield master, pump str to 20, pump con to 20, resilient feat on dex. (8, 12 16, 19). Just not very sure which should be coming first...

That stupid slippery bridge really conk the bonkers outta me :(

Li'daari - Byron

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May 2, 2015, 2:27:37 AM5/2/15
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PHB on Shield Master feat: If you take the Attack action on your turn, you can use a bonus action to try and shove a creature within 5ft of you with your shield.

Barian would Grapple (if success), 2nd Attack, Shove as bonus action. Being on the ground and grappled by you means that:
  1. The creature has disadvantage attacking you or anyone.
  2. All melee attacks will have advantage on the creature.
    • You no longer need to reckless attack to gain advantage, and the other melee characters will dish out a nice load of damage.
  3. They can't move unless they use an action to break the grapple, use 15ft of their movement speed to get up, then choose to either stay in range or receive an OA from all of us by retreating/advancing on our back lines. IF he chooses to leave our attacking range, even if all of our OAs misses, we will still be able to catch up to him since he has a -15ft penalty from standing up.
    • The only effective way of getting out of this situation is when they use a spell like Thunderwave, or misty step/blink to get away from us. Even then we forced the creature to use its action to escape us, which means you have successfully minimized or forced him to deal no damage to the group!
Also don't underestimate the power of grappling, you can move the grappled creatures away from your caster/ranged teammates if you succeed. I've done it a few times, but it's less effective on me because #1 I'm as squishy if not more squishier than the casters (haha...sigh), so I only do it with moderation just so that the casters can cast without disadvantage #2 It's less "reliable" because my athletics is only +3 (recently increased to +4), so there's a high chance that I will fail and thus wasting my turn doing "nothing".

Plus that means you're doing something with your bonus action (since Barbarians have no bonus actions, prior to having this feat the Barbarian is effectively "wasting" its bonus actions), so it makes your character more efficient.

This on its own should be enough to entice you to take this feat (if you're set on Shield Barbarian), and in addition to these you get the other two Dex Save perks from this feat PLUS Danger Sense which should be effective enough to cover your dex saves. If you get this feat, you'll be begging to be fire/lightning/other dex saves rather than to have a sword swing your way =P

8: Shield master
12: Pump str to 20
16, 19 (your choice): Pump con to 20, resilient feat on dex

Barian - wei ming

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May 2, 2015, 3:45:33 AM5/2/15
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I dont think Barian will be able to grapple. 

One hand on the shield, and 1 hand on the battleaxe? Grappling requires 1 free hand... I'll be needing to keep my battleaxe (free interaction) or shield (not advisable) for that. 

But as for the shove...yea...shove either 1) knocks the creature backwards or 2) make it prone. I thought it was only shoving it backwards. So, yea, if a bonus action can make it prone, im all in for it. 

Li'daari - Byron

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May 2, 2015, 4:18:35 AM5/2/15
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Oh missed that. That changes a lot of things :/ It still is strong, just not as strong as I thought it'd be. Shoving the creature prone can't be used offensively since the creature will just get right back up during its turn anyway, no one gets disadvantaged/advantaged. So it's more of defensive maneuver for your allies by #1 Pushing the creature 5ft away from your casters #2 Make it prone to reduce its speed #3 Shoving it off a cliff :)

Barian - wei ming

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May 2, 2015, 9:55:02 AM5/2/15
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Lvl 8 final update:

Taking on shield master feat.

HP from 82 to 93.
1st level: 12+4 = 16
2nd level: 7+4 =11
3rd level: 7+4 =11
4th level: 7+4 =11
5th level: 7+4 =11
6th level: 7+4 =11
7th level: 7+4 =11
8th level: 7+4 = 11

Hit dice: 7d12 to 8d12
Character Sheet - babarian Copy.pdf

Barian - wei ming

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May 2, 2015, 9:58:57 AM5/2/15
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***EDIT last post. Class and level column for character sheet should be "Barbarian / 8" not "barbarian / 7" 

Barian - wei ming

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May 10, 2015, 11:11:42 AM5/10/15
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Lvl 9

Changes: proficiency bonus from +3 to +4

Saving throws: con and str saving throws go from +7 to +8

Ability checks bonus: Proficiency in Athletics, Nature, Perception and Survival. Thus, new Athletics = 8, Nature = 4, Perception = 4 and Survival = 4

Passive perception from 13 --> 14

HP from 93 to 104

Hit dice from 8d12 to 9d12

Atk bonus for weapons (b-axe, handaxe and javelin) from +7 to +8 (str modifier + proficiency bonus)

New babarian skill: Brutal Critical (+1 dice damage if crit).
Character Sheet - babarian Copy.pdf

Barian - wei ming

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May 10, 2015, 11:15:14 AM5/10/15
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***Ignore number of handaxe and javelins included in the last character sheet post. I should have 1 handaxe and 3 javelins.

Julius -Dino

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May 10, 2015, 11:19:19 AM5/10/15
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Whoa Brutal Critical already... if you updated in time your Crit would be 3d8 already haha.
Message has been deleted

Barian - wei ming

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Jun 18, 2015, 10:23:23 AM6/18/15
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HP change from 104 to 111 

Path feature Commune with nature
Character Sheet - babarian Copy.pdf

Julius -Dino

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Jun 18, 2015, 10:27:20 AM6/18/15
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Your HP should be + 11.

7 due to Barbarian, 4 from CON modifier.

Barian - wei ming

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Jul 4, 2015, 10:04:49 AM7/4/15
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Hi everyone

Woluld like to check with you; if Barian would multiclass to a fighter class (assume babarian10/champion (fighter)6):

At babarian10/champion1, fighting style duelling: holds shield and weapon and rages: dmg output = weapon dmg + rage damage + 2? (shield not considered a weapon right?)

At babarian10/champion2, action surge: once before a long rest, Barian gets to slash a single foe 4 times (include babarian extra attack at lvl 5)

At babarian10/champion3, champion achetype, Barian critical is on 19 or 20, and if crit, +brutal critical damage.

At babarian10/champion4, Add ASI

At babarian10/champion5, extra attack, one attack action attacks twice, so no stack from Extra Attack from both class

At babarian10/champion6, Add ASI

Just checking if this is theoretically the case. If it is, im multiclassing!!

Acalia 'Eagle Eye'

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Jul 4, 2015, 10:48:21 AM7/4/15
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That seems right

Julius -Dino

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Jul 4, 2015, 10:55:38 AM7/4/15
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Yep. Utilize the Fighter class' versatility for ASIs and Feats.

Barian - wei ming

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Jul 4, 2015, 8:05:35 PM7/4/15
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OK!

Permission to multiclass, DM!

Creep/DM

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Jul 4, 2015, 10:04:16 PM7/4/15
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The spirits of the land manifest as a soft breeze, a faint whisper "You are free to choose." echoes in the barbarian's ears.

There is no need to ask for permission, he is your character. xD
At the same time, you should also consider what you have lost from the higher barbarian levels. 



Barian - wei ming

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Jul 14, 2015, 8:01:35 AM7/14/15
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OK, so after dying to that dragon...thou shalt not multi-class first. Let's get relentless rage!!

(Haven't rolled out an official lvl 11 character in both the game and the forums...possible to NOT multi-class yea?)

saving throws scores = Modifiers + proficiency bonus, if proficient (currently stands at 4 for level 11).

Babarian: proficient in Con saving throws and Str saving throws.
Thus:
STR: 4+4 = 8
DEX: 1+0 = 1
CON: 4+4 = 8
INTEL: 0+0=0
WIS: 0+0 = 0
CHA: 0+(-1) = -1

Hit point maximum: 
1st level: 12+4 = 16
2nd level: 7+4 =11
3rd level: 7+4 =11
4th level: 7+4 =11
5th level: 7+4 =11
6th level: 7+4 =11
7th level: 7+4 =11
8th level: 7+4 =11
9th level: 7+4 =11
10th level: 7+4 =11
11th level: 7+4 =11
Total: 126

Formula: 12+CON MOD (4) at first level. Subsequent level: 7+CON MOD(4)

[Note to self: If CON MOD reaches to +5, then it should be 1st level: 12+5 = 17, 2nd level: 7+5 =12, 3rd level: 7+5 =12 and so on - CON MOD is applied through to all levels, not just the levels after it is taken]

PASSIVE PERCEPTION: 10+WIS MOD (0)+Proficiency bonus(currently 4 @ lvl 11)

SKILLS
Outlander skills proficiency: Athletics and Survival
Chosen from babarian skill proficiency: Nature, Perception

Skill score = Appropriate MOD  (listed beside the skill name) + Proficiency bonus (ONLY if proficient)

Weapon ATK BONUS for battleaxe, handaxe, javelin: Proficiency bonus (currently 4 @ lvl 11) + STR MOD (currently +4) 


Battleaxe DAMAGE: 1d8+STR MOD (currently 4) + RAGE DMG? (currently +2) slashing. VERSATILE: 1d10+STR MOD (currently 4) slashing + RAGE DMG? (currently +3)

Handaxe DAMAGE (if melee): 1d6+STR MOD (currently 4) slashing + RAGE DMG? (currently +3)
Handaxe DAMAGE (if thrown 20/60): 1d6+STR MOD (currently 4) slashing
.
Javelin DAMAGE (if melee): 1d6+STR MOD (currently 4) piercing + RAGE DMG? (currently +3)
Javelin DAMAGE (if thrown 30/120): 1d6+STR MOD (currently 4) piercing 

Armor : UNARMORED DEFENSE: 10 + CON MOD + DEX MOD + ?(SHIELD)? 

INITIATIVE: 1d20 + DEX MOD (1)
Character Sheet - babarian Copy.pdf

Barian - wei ming

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Aug 1, 2015, 12:47:48 AM8/1/15
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Level 13 - Multiclass to Fighter lvl 1

ChangeS :

Proficiency bonus from +4 to +5

+Fighting style: Defense (AC: 16 unarmoured, 17 half plate, 19 half plate+shield)

+Second wind

HP from 137 to 147

Hit dice from 12d12 to 12d12 + 1d10
Character Sheet - babarian Copy.pdf

Barian

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Mar 25, 2017, 11:48:36 PM3/25/17
to Ivory Tower Adventures (Singapore D&D)
Barian's BACK IN TOWN FOLKS!!

Barian - wei ming

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Jul 30, 2023, 2:06:15 AM7/30/23
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BUMP
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